Turret Target Priority
Towers fire on their own, but you decide who they shoot first.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Information · Planning · Optimization
No.083Bloons TD 601The core loop
Action → feedback → next choice- 01Read the enemy mix
- 02Set each tower's priority
- 03Watch damage distribution
- 04Adjust based on leaks
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
A wave has 20 small enemies (10 HP) and one big one (300 HP); two towers each deal 30 per second, both set to First.
- T2
Turn 2 · The player chooses
The player switches one tower to Strong.
- T3
Turn 3 · The feedback
One tower kills the big enemy in 10 s; the other clears the swarm but leaks 3.
- T4
Turn 4 · The next decision
The next swarm is larger, so they give the swarm-clearing tower a splash upgrade.
How it plays
Each tower can be set to target the first, last, closest or strongest enemy. The rule decides where damage goes, and the same firepower can hold or leak a wave depending on it. Targeting lines, enemy health bars and leak alerts guide adjustments.
What the player weighs
- Focus the strongest, or clear whoever is closest to the exit.
- Split towers across targets, or unify rules to avoid gaps.
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Bloons TD 6
Most monkey towers toggle between First, Last, Close and Strong, and some have extra special targeting modes.

GemCraft - Chasing Shadows
As I recall each tower can be given a target priority, and combined with gem effects like slow or poison, players split control and damage across towers.
The difference worth noticing
Bloons TD 6 offers a few readable options; GemCraft combines priority with gem effects into a deeper configuration system.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Let players wire sensors and logic to towers, such as ‘target closest when flyers are present, otherwise strongest’.
Prototype this combo in Yoroll→Follow the next idea
Item-Filtered Transport
A mixed item stream needs filter rules to send each thing to the right place.
- Prototype complexity
- Who plays
- Solo decisions
- 01Spot a mixed stream
- 02Set filter rules
- 03Items sort into routes
- 04Handle overflow and strays
Keeping Turrets Supplied
A turret without ammo is a statue; the supply line is the defense's lifeline.
- Prototype complexity
- Who plays
- Solo decisions
- 01Build turrets
- 02Produce ammunition
- 03Lay supply lines
- 04Monitor stock and bottlenecks
Mazing the Enemy Path
Block paths into a maze; the longer enemies walk, the more damage they take.
- Prototype complexity
- Who plays
- Solo decisions
- 01Predict enemy pathing
- 02Place blocking structures
- 03Watch the path change
- 04Line the route with firepower



